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| The Problem with Spawning at the Edge of the Map[message #355417]
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Wed, 24 October 2018 04:03
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bouchacha |
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Messages:24
Registered:October 2013 Location: District of Columbia |
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This has been a long-standing point of annoyance with the game. Whenever enemies enter a sector, they spawn at the edge and have full AP. A common scenario as to why this is infuriating happens quite often like this:
1. Mercs just took over a sector
2. Mercs are not heavily wounded and are reasonably awake so they start travelling to another sector
3. For whatever reason, that's not a good idea anymore so travel is cancelled
4. Mercs start doctoring, repairing, training, etc
5. A few hours later, enemies invade the sector from the same direction my mercs were previously travelling to
You can imagine how the fight starts: a line of enemies literally right next to my squad of mercs huddled together in a group.
I recognize that this was part of original JA2 but it does not make it any less frustrating. There are few things more immersion breaking than have 20 dudes literally teleport 3 feet behind you. There are ways to work around this but they're incredibly tedious. The 'easiest' method would be to load the sector each time you plan on parking somewhere and have your mercs run into the middle of the map. It works but it's not ideal.
A much better solution would be something like this: If engaging in a sector defense fight, the game loads the tactical placement screen except now you have almost the entire map to set a placement. The map also indicates the direction of enemy attack. It would look something like this:

Instead of placing your mercs manually each time you anticipate a potential attack, you only do so when an attack actually happens. Moreover, you place by teleportation instead of watching them jog all over the map. It seems perfectly reasonable that when entering a sector (especially one prone to attack) that your mercs would automatically take up defensive positions instead of stand awkwardly in a group in the middle of the road at the edge of town. So from both realism perspective and a QoL perspective, this suggestion seems to pass. I have no idea how difficult it would be to code, but it seems doable since it's just piggy-backing off of existing interfaces.
Thoughts?
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